| jlord |
Hey everyone. My current campaign is coming to a close and my group wants to start new characters with standard pathfinder in my world (I was using E8 with pathfinder and much more powerful races) I toned my races down and was wondering if they are on par now with the standard races now. One note before anyone looks, I do the stat adjustments for the races differently in my game, each race grants a +2 to a specific stat, humans gaining a +2 to a stat of their choice. No stat pen, nor second stat bonus to the races that usually get them. Anyway thanks in advance for any advice.
* Note: this race replaces half orc i n my game. They are not d&d/pathfinder trolls. If anything, they are simmilar to Shadowrun trolls in design.
Troll Racial Traits
Ability Score Bonus: +2 Strength; Trolls are the largest of the medium sized races, granting them immense strength.
Medium Size: Trolls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Trolls have the average speed of a medium sized creature.
Languages: Trolls begin play speaking Common and Troll. Trolls with high Intelligence scores
can choose from the following: Draconic, Fae-ri, Goblin, Orc, and Terran.
Skill Bonuses: +2 Intimidate, and +2 Survival.
Racial Weapon Familiarity: Trolls treat any weapon with the word “Troll” in its name as a martial weapon, such as the troll
double axe.
Long Arms: Although troll’s arms are not long enough to grant them a natural reach, trolls gain
the benefits of the lunge feat, even though they do not meet the prerequisites of the feat.
Regeneration: Trolls can heighten their immune system to regenerate a small amount of
damage. Three times a day, as a swift action, a troll can heal himself 2 hp.
* Note: Fae'ri replace halflings in this game. They have the ability to fly through feat(s) later in the game, but the ability to fly is obviously too powerful at early stages of the game.
Fae’ri Racial Traits
Ability Score Bonus: +2 Dexterity; Fae-ri are the swiftest of the civilized races.
Small Size: Fae-ri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: 20 ft (4 Squares); Fae-ri have slow speed due to being small size.
Vision: Low-light vision; Fae-ri can see twice as far as humans in conditions of dim light.
Languages: Fae-ri begin play speaking Common and Fae-ri. Fae-ri with high Intelligence scores can choose from the following: Celestial,
Draconic, Goblin, Orc, Sylvan, and Troll,
Skill Bonuses: +2 Fly, +2 Knowledge (Planes). Even though a Fae’ri does not have a fly speed, a faeri can put skill points into the fly skill.
Racial Weapon Familiarity: Fae-ri treat any weapon with the word “Fae-ri” in its name as a martial weapon, such as fae-ri sling-staff.
uided Jump: Fae’ri treat all their jump checks as if they have a running start. If a fae’ri performs a running start on a jump check, they also gain a +4 circumstance bonus to the check, and can add their fly skill ranks and racial bonus to the check.
Guided Fall: If a Fae’ri falls 10 ft or more, they may attempt to lessen the falling distance. By making a DC 15 fly check, a Fae’ri can subtract 10ft from the fall. For every 5 they beat this check by, they can subtract an additional 10 ft from a fall.
Wings: If a fae-ri’s wings are bound up, damaged, removed, or prevented from functioning, they lose their guided fall and guided jump abilities until their wings are in proper working condition again. A creature can attack a fae’ri’s wings as a sunder attempt. If the wings take damage equal to twice the fae’ri’s hit dice, the fae’ri’s wings are severed. If a fae-ri’s wings are removed, they grow back in 2d6 days. Fae-ri’s wings heal very fast. Any minor damage, like a cut or break to a wing, heals within 1 hour, regaining any racial abilities lost.
Fade: Fae-ri can slip into folds in the dimension that most cannot see. In essence the fae-ri can pop out of the dimension for a fraction of a second. A fae-ri cannot stay in this dimensional fold, and are forced right back out, but it can be long enough to avoid potential harm and is a survival technique all fae'ri learn. As an immediate action, once per day, a Fae-ri can negate a physical attack with a reflex save. The DC is equal to 10 + the damage that is dealt. Success indicates that the fae-ri avoids the blow entirely, while a failure means that damage is inflicted as normal.
*Note: This race replaces gnome. they are the "half dragon" race in my world. they are much, much more human in appearance due to dragons taking human form in their conception, and this transmutation effect has much to do with their racial powers. They are designed simmilarly to 3.5's eberron shifter race. This is the race i'm must worried about balance wise lo let me know what you think. ;)
Dracomorph Racial Traits
Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage.
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature.
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the
following: Celestial, Dwarven, Elven, Fae-ri, Goblin, Infernal, and Orc.
Skill Bonuses: +2 Bluff, and +2 Climb.
Racial Weapon Familiarity: Dracomorphs treat any weapon with the word “dragon” in its name as a martial weapon, such as the dragon hooked hammer.
Dracoform: Due to the transmutation magic involved in a dracomorph’s birth, they can take on a more draconic from. As a
swift action, dracomorphs can shift into a humanoid shaped dragon, gaining special traits while in its form. A dracomorph chooses his dragon color, and gains two draconic traits chosen from the list below. Dracomorphs can stay in their dracoform for 3 + constitution modifier rounds a day(minimum 1).
Dracoform Traits:
Dragon Bite: The dracomorph gains a Bite attack that deals 1d6 damage (plus an additional +1 for every four character levels). If used as a primary attack, the Dracomorph adds 1½ strength modifier to damage with his bite attack. The dracomorph cannot attack more than once per round with her bite even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a -5 penalty on her attack roll, and only adding strength modifier to damage) while wielding a weapon.
Dragon Claws: The Dracomorph gains two claw attacks that deals 1d4 damage each. These claws deal Id4 points of damage (plus an additional +1 for every four character levels) with each successful attack. A Dracomorph can attack with one claw as a standard action or with two claws as a full attack action. She cannot attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks that round take a -2 penalty. While in this form dracomorphs may use manufactured weapons and other objects (such as shields, wands, & ect.) in your clawed hands as normal.
Dragon scales: The drocomorph gains a +2 racial bonus to Natural Armor
Energy Resistance: The dracomorph gains Energy resistance 10 against the energy associated with its dragon color.
Spell Resistance (Ex): The drocomorph gains Spell Resistance equal to 6+class level.
Improved Spell Resistance (Ex): The drocomorph gains Spell Resistance equal to 11+class level. (Spell resistance must be taken)
Dragon Roar: By ushering forth draconic roar Dracomorphs with this trait can use their roar to intimidate more than one target when
demoralizing opponents. They can demoralize all enemies within 10 ft of them. A target does not need to see a dracomorph,
but has to be able to hear them to be effected.
Dragons Breath (Su): Dracomorphs with this trait can blast a cone of energy at their enemies as a standard action, once per day while in dracoform. This is treated as the burning hands spell, except that it deals energy of the Dracomorphs energy type, and the dracomorphs DC vs the targets’ reflex saves is equal to 10 + ½ his hit dice plus his con modifier. The Dracomorphs caster level is equal to his class level.
Dragon Immunity (Ex): Dracomorphs are immune to sleep and paralysis effects.
Dragon Sense (Ex): Dracomorphs with this trait gain darkvision 60ft and can see in shadowy illumination twice as far as a human. They also gain the benefit of the blind fight feat as well.
Damage resistance: Dracomorphs with this trait gain damage reduction 1/magic. This increases by +1/5 levels.
Water breathing (Ex): The Dracomorph can breathe underwater (Black only)
Sound Imitation (Sp): The Dracomorph can mimic any voice or sound it has heard by making a successful
Bluff check against a listener’s Sense Motive check. The dracomorph may also use ghost sound at will.
Woodland Stride (Ex): The Dracomorph gains the woodland stride ability. (Green Only)
Smoke Vision (Ex): The Dracomorph can see perfectly in smoky conditions (such as those created by pyrotechnics). This does not include mist, fog, or cloud effects. (red only)
Icewalking (Ex) The dracomorph can move across icy surfaces without penalty and does not need
to make Acrobatics checks to run or charge on ice. (White only)
Move Sand (Sp) Once a day, a dracomorph can move sand. This functions as Expeditious Excavation, but it only affects sand. The dracomorph uses his HD in place of his caster level for this effect. (Brass Only)
Repulsion Breath (Su) once a day, a bronze dragon can breathe a 15 ft cone of repulsion gas. Targets must make a Will save or be compelled to not harm the dracomorph for 1d6 rounds. If the Dracomorph attacks anyone after this effect, the duration immediately ends. This is a mind-affecting compulsion effect. (Bronze only)
Climb Stone (Ex) a copper dracomorph can climb on stone surfaces as though he has a climb speed of 20 ft. (Copper Only)
Lucky Scales (Ex) a gold dracomorph gains a +1 luck bonus to all saving throws. (gold Only)
Fog Vision (Ex) A silver dradracomorph can see perfectly well in fog and clouds. This does not include smoke or mists. (silver only)
Dragon magic: +1 to save dcs.
Thomas LeBlanc
RPG Superstar 2012 Top 32
|
My thoughts:
Troll regeneration could be changed to heal twice the amount per day and regenerate your Con modifier [Min 1].
Fae'ri's wing abilities are too open to abuse. I would change the Guided Jump since wings are non-functional wouldn't help with a high jump, but maybe a long jump since the wings could glide, but adding fly ranks and racial bonus on top of the +4 is too much. Maybe replace the acrobatics check for long jumps with a fly check which already gets the racial bonus. For the Guided Fall have the creature ignore the first 10 ft of the fall, then the fly checks to reduce damage. Wing damage to twice the creatures hit dice is 2 times # of HD? Wings are kinda frail, why not a number equal to 10% of total HP? I also think the wings heal too quickly, they should require a heal check or healing magic. Growing back in 2d6 days is a free regeneration ability. The fade ability is just weird and would be a hard DC to make at higher damage.
Dracomorph's dracoform abilities aren't very well balanced. Some abilites are really good and others aren't.
| jlord |
Troll regeneration could be changed to heal twice the amount per day and regenerate your Con modifier [Min 1].
So your saying it should be 6 times a day then?
With con modifier healing, I can see a potential problem
Con 11 and lower would gain the same benefit from this ability except it heals less per use. On the other spectrum, a barbarian with 18 con, raging (so 22 con) could benefit from 6 hp per use, and that is 36 hp a day...
I like the idea of putting con behind the ability, it being regeneration in all hmm.
Maybe instead of con, maybe making it 6 times a day and keeping it at 2 or maybe even 3 hp a use, regardless of con. (12-18 hp a day, that is already doubling a 1st/2nd level character's hp, and it's not even a class ability).
Thoughts?
| jlord |
Dracomorph's dracoform abilities aren't very well balanced. Some abilites are really good and others aren't.
Yeah... Idk what I was thinking when i did that... Im thinking instead of choosing abilities they instead choose their dragon color and then gain this...
Dracoform:
Dragon Scales: The Dracomorph’s Nat. armor improves by +2.
Energy Resistance: The dracomorph gains energy resistance 10 of the same type as its breath weapon.
Dragon Sense: The dracomorph gains darkvision 60 feet and lowlight vision
Dragon Immunity: The dracomorph gains immunity to sleep and paralysis
Natural attacks: A dracomorph has two claw attacks and a bite attack. The dracomorph can use manufactured weapons while in dracoform. The claw attacks deal 1d4 damage and bite attacks deals 1d6 damage and always adds 1½ strength mod to the damage. The Dracomorph’s bite is considered a primary attack while the claws are considered secondary attacks. If a Dracomorph uses a weapon while in dracoform, all his natural attacks become secondary attacks and he loses a claw if it is holding a weapon. (see “Natural Attacks” on pages 301–302 of the bestiary for more info).
Dragon’s Breath: A dracomorph gains a breath weapon usable once per day based on the dragon variety (see below).
The breath weapon deals 1d4 hit points of damage per two racial HD possessed by the half-dragon, to a max of 5d4 hit points of damage at 10th level (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).
Breath Weapon
Black or copper 30-foot line of acid
Brass 30-foot line of fire
Blue or bronze 30-foot line of electricity
Gold or red 15-foot cone of fire
Green 15-foot cone of acid
Silver or white 15-foot cone of cold
Basicaly a watered down half dragon for a short amount of time per day. Probably too powerful, but it is in the direction i want to go...
Thoughts?
| jlord |
Fae'ri's wing abilities are too open to abuse. I would change the Guided Jump since wings are non-functional wouldn't help with a high jump, but maybe a long jump since the wings could glide, but adding fly ranks and racial bonus on top of the +4 is too much. Maybe replace the acrobatics check for long jumps with a fly check which already gets the racial bonus. For the Guided Fall have the creature ignore the first 10 ft of the fall, then the fly checks to reduce damage. Wing damage to twice the creatures hit dice is 2 times # of HD? Wings are kinda frail, why not a number equal to 10% of total HP? I also think the wings heal too quickly, they should require a heal check or healing magic. Growing back in 2d6 days is a free regeneration ability. The fade ability is just weird and would be a hard DC to make at higher damage.
Ohh, I like my weird fade ability. I altered it a bit...
Fade (Su): All Fae’ri have the ability to shift back to the Fey Realm, similar to the planeshift spell, however, they are instantly thrust back out. A seemingly useless power, they Fae’ri have learned to use it as a powerful defensive ability. A Fae’ri can use this ability to potentially avoid damage from melee attack. Once per day, when she would take damage from a melee attack (from a weapon or other blow, not a spell or special ability), the Fae’ri can attempt to fade out of harms way. To use this ability, the Fae’ri must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her fade—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to fade.
alternately I could do something with concealment instead... hmm...
| jlord |
If you are not familiar with voodoomikes race builder, I would suggest looking at it.
The troll looks a little weak, the Fae'ri look a little over powered, The Dracomorphs was surprisingly balanced in the first version, but I would give them more rounds per day..
Working on the Fae'ri right now...
I was using a race builder, I think it was Voodoomikes, I have to dig it up again...
| Kierato |
Thomas LeBlanc wrote:Fae'ri's wing abilities are too open to abuse. I would change the Guided Jump since wings are non-functional wouldn't help with a high jump, but maybe a long jump since the wings could glide, but adding fly ranks and racial bonus on top of the +4 is too much. Maybe replace the acrobatics check for long jumps with a fly check which already gets the racial bonus. For the Guided Fall have the creature ignore the first 10 ft of the fall, then the fly checks to reduce damage. Wing damage to twice the creatures hit dice is 2 times # of HD? Wings are kinda frail, why not a number equal to 10% of total HP? I also think the wings heal too quickly, they should require a heal check or healing magic. Growing back in 2d6 days is a free regeneration ability. The fade ability is just weird and would be a hard DC to make at higher damage.
Ohh, I like my weird fade ability. I altered it a bit...
Fade (Su): All Fae’ri have the ability to shift back to the Fey Realm, similar to the planeshift spell, however, they are instantly thrust back out. A seemingly useless power, they Fae’ri have learned to use it as a powerful defensive ability. A Fae’ri can use this ability to potentially avoid damage from melee attack. Once per day, when she would take damage from a melee attack (from a weapon or other blow, not a spell or special ability), the Fae’ri can attempt to fade out of harms way. To use this ability, the Fae’ri must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her fade—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to fade.
alternately I could do something with concealment instead... hmm...
It reminds me of flicker from tome of magic.
| jlord |
Ability Score Bonus: +2 Dexterity; Fae-ri are the swiftest of the civilized races. (Again, all my races gain a +2 only)
Small Size: Fae-ri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: 20 ft (4 Squares); Fae-ri have slow speed due to being small size.
Vision: Low-light vision; Fae-ri can see twice as far as humans in conditions of dim light.
Languages: Fae-ri begin play speaking Common and Fae. Fae-ri with high Intelligence scores can choose from the following: Celestial, Draconic, Goblin, Orc, Sylvan, and Troll.
Skill Bonuses: +2 Fly, +2 Knowledge (Planes). Even though a Fae’ri does not have a fly speed, a faeri can put skill points into the fly skill.
Racial Weapon Familiarity: Fae-ri treat any weapon with the word “Fae-ri” in its name as a martial weapon, such as fae-ri sling-staff.
Guided Jump: A fae’ri may use their fly skill instead of acrobatics to make a jump check. When making a "flying" jump check, Fae’ri treat their check as if they have a running start. If a fae’ri performs a running start on a "flying" jump check, they do not take the normal penalty due to their speed (Normally a -4).
Guided Fall: A Fae’ri may use their fly skill instead of their acrobatics skill to lower falling damage (See Acrobatics skill). In addition, when using the fly skill with this check, for every 10 they beat this check by, they can subtract an additional 10 ft from a fall.
Wings: If a fae-ri’s wings are bound up, damaged, removed, or prevented from functioning, they lose their guided fall and guided jump abilities until their wings are in proper working condition again. A DC 15 heal check or any form of magical healing returns damaged wings back into working condition. Any healing spell can regenerate lost wings with a DC 15 caster level check.
Fade (Su): All Fae’ri have the ability to shift back to the Fey Realm, similar to the planeshift spell, however, they are instantly thrust back out. A seemingly useless power, they Fae’ri have learned to use it as a powerful defensive ability. A Fae’ri can use this ability to potentially avoid damage from an attack. Three times per day, as an immediate action, when the fae’ri would take damage from an attack (from a weapon or other blow, not a spell or special ability), the Fae’ri can attempt to fade out of harms way. When activated, the fae’ri gains 20% concealment against that attack. She must be aware of the attack and able to react to it in order to execute her fade—if she is denied her Dexterity bonus to AC, she can't use this ability. Unlike normal concealment, precision damage (Such as sneak attack) is applied, the concealment only comes into effect as the blow is being struck.
I would make Guided jump allow them to make a jump check as if they had a running start, drop the rest.
I would probably drop guided fall and make flicker give them a 20% miss chance once per day as an immediate action. Just IMHO.
Made some adjustments. In the above I keep a few things that you said I should drop here, but I think they are a bit weaker than the original.
The fade/flicker ability is the same as what you recommend, but I got it set for three times a day. You think I should lessen it to only once a day? If I do, I think maybe it should at least give 50% concealment... Thoughts?I cannot find the race building guild at the moment, but here is how it is broken down from my notes:
Abilities 0
Small 0
Slow -4
Weapon Familiarity (exotics only) 0
Low light +1
Guided fall +4
Guided jump +4
Wings -1
+2 2 skills +1
Fade +4
total 9/10. If I weight fade a bit heavy I think it is pretty close.
| Kierato |
Here is the voodoomikes race builder:re is the voodoomikes race builder:
Dragon Claws: The Dracomorph gains two claw attacks that deals 1d4 damage each. These claws deal Id4 points of damage (plus an additional +1 for every four character levels) with each successful attack. A Dracomorph can attack with one claw as a standard action or with two claws as a full attack action. She cannot attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks that round take a -2 penalty. While in this form dracomorphs may use manufactured weapons and other objects (such as shields, wands, & etc.) in your clawed hands as normal.
Dragon scales: The drocomorph gains a +2 racial bonus to Natural Armor
This is worthy of 2 abilities
Energy Resistance: The dracomorph gains Energy resistance 10 against the energy associated with its dragon color.
This one seems a little on the strong side, consider 5 +1/2 character level instead of 10.
Spell Resistance (Ex): The drocomorph gains Spell Resistance equal to 6+class level.
Improved Spell Resistance (Ex): The drocomorph gains Spell Resistance equal to 11+class level. (Spell resistance must be taken)
Spell resistance and Imp. Spell resistance are balanced, esp. when you consider they can work against you.
Dragon Roar: By ushering forth draconic roar Dracomorphs with this trait can use their roar to intimidate more than one target when
demoralizing opponents. They can demoralize all enemies within 10 ft of them. A target does not need to see a dracomorph,
but has to be able to hear them to be effected.
Dragons Breath (Su): Dracomorphs with this trait can blast a cone of energy at their enemies as a standard action, once per day while in dracoform. This is treated as the burning hands spell, except that it deals energy of the Dracomorphs energy type, and the dracomorphs DC vs the targets’ reflex saves is equal to 10 + ½ his hit dice plus his con modifier. The Dracomorphs caster level is equal to his class level.
This would quickly become useless, consider 1d4/2 HD
Dragon Immunity (Ex): Dracomorphs are immune to sleep and paralysis effects.
Dragon Sense (Ex): Dracomorphs with this trait gain darkvision 60ft and can see in shadowy illumination twice as far as a human. They also gain the benefit of the blind fight feat as well.
This is worth 2 abilities, I would replace blind fight with a +2 bonus to Perception
Damage resistance: Dracomorphs with this trait gain damage reduction 1/magic. This increases by +1/5 levels.
This would likewise become obsolete quickly, Maybe worth it at low levels, not really at all at high, can't think of a good fix personally.
Water breathing (Ex): The Dracomorph can breathe underwater (Black only)
Also, give them the Amphibious special quality, so they can still breath air.
Sound Imitation (Sp): The Dracomorph can mimic any voice or sound it has heard by making a successful
Bluff check against a listener’s Sense Motive check. The dracomorph may also use ghost sound at will.
Woodland Stride (Ex): The Dracomorph gains the woodland stride ability. (Green Only)
Smoke Vision (Ex): The Dracomorph can see perfectly in smoky conditions (such as those created by pyrotechnics). This does not include mist, fog, or cloud effects. (red only)
This seems a bit weak. Not sure what to do.
Icewalking (Ex) The dracomorph can move across icy surfaces without penalty and does not need
to make Acrobatics checks to run or charge on ice. (White only)
Move Sand (Sp) Once a day, a dracomorph can move sand. This functions as Expeditious Excavation, but it only affects sand. The dracomorph uses his HD in place of his caster level for this effect. (Brass Only)
Repulsion Breath (Su) once a day, a bronze dragon can breathe a 15 ft cone of repulsion gas. Targets must make a Will save or be compelled to not harm the dracomorph for 1d6 rounds. If the Dracomorph attacks anyone after this effect, the duration immediately ends. This is a mind-affecting compulsion effect. (Bronze only)
Climb Stone (Ex) a copper dracomorph can climb on stone surfaces as though he has a climb speed of 20 ft. (Copper Only)
Lucky Scales (Ex) a gold dracomorph gains a +1 luck bonus to all saving throws. (gold Only)
Fog Vision (Ex) A silver dradracomorph can see perfectly well in fog and clouds. This does not include smoke or mists. (silver only)
I would include mist, how is it different than fog?
Dragon magic: +1 to save dcs.
This is to powerful, it is the equivalent of 7 feats.
If I didn't comment, assume I like it as is.
As I said earlier, I would make the duration longer, like 3+hit die rounds per day.
| jlord |
Another attempt at the dracomorph:
Dracomorph
Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage.
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature.
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the
following: Celestial, Dwarven, Elven, Fae-ri, Goblin, Infernal, and Orc.
Skill Bonuses: +2 Bluff, and +2 Climb.
Racial Weapon Familiarity: Dracomorphs treat any weapon with the word “dragon” in its name as a martial weapon, such as the dragon hooked hammer.
Dracoform: Due to the transmutation magic involved in a dracomorph’s conception, they can take on a more draconic from. As a swift action, dracomorphs can shift into a humanoid shaped dragon, gaining special draconic traits. Dracomorphs can stay in their dracoform for 5 + constitution modifier rounds a day(minimum 1). A dracomorph chooses his dragon color, and gains the following racial traits chosen from the list below. These traits only apply when the Dracomoph is in Dracoform.
Dragon’s Breath: A dracomorph gains a breath weapon usable once per day based on the dragon variety (see below).
The breath weapon deals 1d4 hit points of damage per two character levels possessed by the dracomorph. (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).
Dragon Sense: The dracomorph gains darkvision 60 feet and lowlight vision.
Dragon Scales: The Dracomorph chooses one of the following two benefits: The Dracomorph’s Nat. armor improves by +1, or the dracomorph gains energy resistance 5 versus the same energy of his breath weapon.
Dragon Ferocity: A dracomorph chooses one of the following two choices of natural attacks: The Dracomorph gain’s two claw attacks or a single bite attack. The dracomorph can use manufactured weapons while in dracoform. The claw attacks deal 1d4 damage while the bite attack deals 1d6 damage and always adds 1½ strength mod to the damage. These natural attacks are considered primary attacks. If a Dracomorph uses a weapon while in dracoform, his natural attacks become secondary attacks and he loses a claw if it is holding a weapon. (see “Natural Attacks” on pages 301–302 for more info).
Dragon Variety Breath Weapon
Black or copper 30-foot line of acid
Brass 30-foot line of fire
Blue or bronze 30-foot line of electricity
Gold or red 15-foot cone of fire
Green 15-foot cone of acid
Silver or white 15-foot cone of cold
Racial Trait:
Strong Dracoform: Your Dracoform is much stronger than the average. When making a choice for either dragon scales or dragon ferocity, you may take both instead.
Special: If you take the extra traits feat, you make take this trait again, allowing you to take all of the available options dracoform allows. This is an exception to the rule that you can only take one trait from each category.
2 +2 to 2 skills
(9.5) Dracoform
4 Dragon breath
2 Dragon scales (halved due to limited time use)
2 Dragon ferocity (")
1.5 dragon senses (")
=11.5 total.
| jlord |
More on trolls...
Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. Three times a day, as a swift action, a troll can heal himself 3 hp. (this is the equivelent of a maximized cure light wounds spell, chopped into three swift actions...)
or
Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. As a swift action, a troll can heal himself 1 hp. He can use this ability 4 times aday, and an additional time per day per character level. (Alt. extra uses via con) (Could make it heal two hp, and grant extra uses every two hit character levels...)
If the race still seems a bit lacking, the original overpowered race I made had a +1 nat armor...
Thoughts?
| Kierato |
More on trolls...
Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. Three times a day, as a swift action, a troll can heal himself 3 hp. (this is the equivelent of a maximized cure light wounds spell, chopped into three swift actions...)
or
Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. As a swift action, a troll can heal himself 1 hp. He can use this ability 4 times aday, and an additional time per day per character level. (Alt. extra uses via con) (Could make it heal two hp, and grant extra uses every two hit character levels...)
If the race still seems a bit lacking, the original overpowered race I made had a +1 nat armor...
Thoughts?
I like the second one.
| jlord |
Thanks for the quick response :)
Troll (with point break down)
(0) Ability Score Bonus: +2 Strength; Trolls are the largest of the medium sized races, granting them immense strength.
(0) Medium Size: Trolls are Medium creatures and have no bonuses or penalties due to their size.
(0) Normal Speed: 30 ft (6 Squares); Trolls have the average speed of a medium sized creature.
(0) Languages: Trolls begin play speaking Common and Troll. Trolls with high Intelligence scores can choose from the following: Draconic, Fae-ri, Goblin, Orc, and Terran.
(2)Skill Bonuses: +2 Intimidate, and +2 Survival.
(0)Racial Weapon Familiarity: Trolls treat any weapon with the word “Troll” in its name as a martial weapon, such as the troll
double axe.
(4) Long Arms: Although troll’s arms are not long enough to grant them a natural reach, trolls gain
the benefits of the lunge feat, even though they do not meet the prerequisites of the feat.
(4) Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. As a swift action, a troll can heal himself 1 hp. A troll can do this 4 times a day, plus an additional time a day per character level the troll possesses.
(total=10)
| jlord |
Hmm, I'm over by 1.5 points for the dracomorph....
I halved the normal point totals for dragon scales, ferocity, and dragon sense do to them only being active while in dracoform...
Do you think it might be ok sense it is such a short time per day? Another option is I can split dragon senses into two categories or drop it all together...
darkvison and lowlight... hmm.
| Kierato |
Hmm, I'm over by 1.5 points for the dracomorph....
I halved the normal point totals for dragon scales, ferocity, and dragon sense do to them only being active while in dracoform...
Do you think it might be ok sense it is such a short time per day? Another option is I can split dragon senses into two categories or drop it all together...
darkvison and lowlight... hmm.
FYI, the Elf is between 11 and 13 points. I think it's good.
| Bwang |
(4) Regeneration: Trolls can heighten their immune system to regenerate a small amount of damage. As a swift action, a troll can heal himself 1 hp. A troll can do this 4 times a day, plus an additional time a day per character level the troll possesses.
My 'Glorantha inspired' trolls (actually trollkin) have something similar to this, but with a limit of Con mod + half character level. Full turn action that does not provoke AoO, may also by used to negate ability loss (Con roll vs the effect's DC.) and another that slips my mind. Oh, yeah: a bonus to stabilize.
It worked quite well for the most part. None currently in play, though...